FMA Skirmish guns and grenades

2 posts ยท Aug 18 1999 to Aug 18 1999

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 18 Aug 1999 14:39:59 -0400

Subject: FMA Skirmish guns and grenades

> ---------------------- REPLY -----------------------

Maybe then just talk how many attacks you get per mag rather than how many
rounds (I still think in 15 seconds given on aimed semi-auto fire at
anything other than longer ranges you would be popping off several rounds per
target.) But it's really slicing hairs. BTW what's the ammo tracking
mechanism? And is there then a reload action?

** I wanted to do rounds. For me there is a reload action. Or alternately, a
roll. I think it could be like CC. You could attempt a "rapid load", but if
you blow the roll, it takes you an action.

Of course you already address this with the fact that firing auto gives you
more attacks per firing action. That covers the getting hit with more rounds.
You could expend two bursts on the guy to get him down, even if impact fails
on the first pass.

** Good point. I'll try it out in some sort of invert fashion and see
how it works. Adrian Johnson is coming down this weekend - so he and I
will try some skirmishing Monday next.

> Did I miss something in the rules? Is there a differnce between
We
> all know laying on the range, not having
And
> it occurs to me your target profile is a big function of this too -

How would this come into effect, Range band shifts? (negated by aimed fire)
Might be too harsh though...We could simplify it into up or down (same as in
position) with one shift instead of three (Unless you get onto die roll
modifiers which is what the system avoids) I'll have to playtest some options
this weekend.

** I thought a RB shift was too much. My answer was:
standing with rest or kneeling: add +1"/2"/4"/8"/16" to RB
kneeling with rest or prone: add +2"/4"/8"/16"/32" to RB

It is less than a 1 RB shift, but it is something. And note, green
troops get more out of a rest than elite - the elite are steadier
normally.... green still haven't got musketry down pat...

> I also wish there was a way to bring this a tad closer to stargrunt.

OK I understand he rolls his quality die, (Say a reg D8 beating a 2) now he's
shouting to two guys within 3". Both are reg 3s. SO in both cases the command
attempt has to beat a 3? Or are you saying that in both attempts
he must roll higher than a 5? (3+2) (I like the latter)

** The latter, like a transfer action in SG2. Trying to preserve similar
mechanics to make knowing one game like knowing the other. The shout is
automatic at 3" for a regular. It's just the transfer he rolls for. Roll a d8
for him for each target, he has to beat (in your example) 5 on both rolls to
get them moving (unmotivated slackers that they are!).

> Obviously, the # of figures affected should be a consequence of

Seems a little high, Needs to be some combo of experience and quality BUT the
downside is that anyone who keeps guys that close together so they can all be
controlled also subjects them to all kinds of nasty things like your MG auto
fire and grenade bursts so there is a tradeoff.

** Well, stacking say 10 guys for a vet inside of his 5" command radius means
they are nicely placed for a grenade.

I see this also: The leader has his two actions. He wants his guys to follow.
He uses one action to yell and one to move. (Because he needs at time to lead
by example) Or does his command action cost the rest of his turn.

** I'd say he can move. He yells "Squad, Advance with Me!" or whatever, and
goes hoping they all come.

Can he move then pass on actions?

** Why not - he could move up to his squad and say "Squad, get over to
that woods line!".

Do the recipients get one action or two?

** They are activated. 2 actions, same as always.

I suppose the simple way is they get two. Can a leader activate to subordinate
leaders, say fire team leaders, who then pass on their activation's to the men
(assuming the right checks are made) so you have a whole bunch going at once?

** If you like the complexity, yeah. Just like having a company commander and
platoon commanders in SG2.

** Do like we did for SG2 and limit each dude to one reactivation though. No
"hopping, skipping, shooting, dancing, super dudes".

> How about this: Use a radius from explosion point. Say for a typical

<snip>

Regardless of "book" ratings or what not it is very rare that a grenade will
severely hurt you significantly at 25 meters.

** Rolled d4 attacks lately? Pretty low odds.;)

It''s a freak occurrence particularly with any body armor.

** With what I'm suggesting, D4 vs D6 or D8 armour is mostly fairly
safe. ;)

Sure there is a low percentage that a fragment might get you (or poke out an
eye). We've been pelted by grenade fragments at times.

** One of the things that the system doesn't address is that some weapons act
much worse against armour (Twilight 2000 had an armour multiplier). Fragments
are one of those. They'll chew up bare flesh, but armour is more than
effective against them.

I remember seeing a guy (stupid Lieutenant, but then again are there any other
kind?) hit in the face at about 20 meters and it was not much of a big deal.

** Of course, we've all read about the guys at 50m killed by a fragment.

(In ARSOF the common joke is "safety is a training distracter" though they
always get more anal as we approach our quota of training casualties.)

** I'm curious, do you need tags? Or can anyone make a casualty? <g>

The concussion is scarier. Keep in mind none of this particularly negates
Tom's stats above. It's reasonable to expect future grenades to get lighter
and more powerful.

BTW thrown hand grenades are more dangerous (burst wise) than rifle grenades.

** So are mine. Great minds think alike (plus I thought they were
smaller - like 25-30mm whereas a hand grenade is bigger).

> Indoors, the results are less pretty. The explosion and fragments

I say if a grenade goes off in a small room (and the room all fits within the
first two range band, then just 2d12 the guy! It's that nasty. (1d12 vs PA)
But your way is just as well and consistent. Ditto on open doors.

** It just figures out if a hallway is big enough - a long enough hall
will allow the explosion to expand down it as it isn't totally restricted.

** Note that in woods, a grenade's effect should be more pronounced I think
(never thrown one in trees, but if it works like arty, the flying splinters
will mess you up). Double the attack dice, but double the drop off (or just
half the radius if you are lazy) in dense woods.

> So, following these suggestions:

Just make sure the flashbang does nothing but suppress,

** I know someone on the Canadian RCMP SERT team that lost hearing on account
of it due to it landing under the chair she was tied to during training. I'd
call that an injury. She was dazed and needed treated. As I said, everyone
recovers, but I don't think it just flash and
sound.... or maybe I'm thinking of a T-Flash? Hmmmm.

but in non PA or combat armor guys there's no recovery for one turn OR make
suppression
removal a task check +2 or 3 something high.

** That's why you get the extra suppression. Two suppressions will write you
off for a turn.

It's the few seconds of suppression you want to capture but then again with a
leader activating successfully several guys, one guy pops the door and tosses
in grenade, it goes off. The other guy also activated goes in and shoots all
in one smooth move.

BTW I make a guy spend one action prepping the Grenade (auto success) He can
then hold onto it for any length of time (within reason) but god forbid if he
gets hit or (suppressed?),

** how about wounded, auto drop. Hit or suppressed, roll quality to beat 2 if
suppressed, 4 if hit but not wounded.

then he drops it. Anyway, inside he has to make a successful task check to get
it through the door or whatever small opening he's tossing it through unless
he's right there and
hooking/dropping it around a corner. Then we check for scatter. And
then boom!

** Sounds right. I'm going to fight an outdoor skirmish with these and my long
arm rules (modified by your suggestions) early next week.
About a dozen OU and a sniper versus an ESU patrol of about 12-18.

From: Los <los@c...>

Date: Wed, 18 Aug 1999 15:12:45 -0700

Subject: Re: FMA Skirmish guns and grenades

> Thomas Barclay wrote:

> Maybe then just talk how many attacks you get per mag rather than how

Well that's a good idea but it still seems to me that it's less hassle
tracking (allowed attacks per mag instead of individual rounds. BTW the amount
of attacks per mag whether you track it that way OR by rounds should also be
variable depending upon quality of the soldier.

I.E.(justa  swag) Bursts for an AR: Inexperienced   2	Regular   6
Veteran 8  Elite 10 Again this is simply a part of your pre-game squad
roster computations.

> How would this come into effect, Range band shifts? (negated by aimed

This is for shooting. What about defense? Subtract?

> OK I understand he rolls his quality die, (Say a reg D8 beating a 2)

I like it.

> ** Note that in woods, a grenade's effect should be more pronounced I

Now I wouldn't extrapolate. Arty and mortars bursting up above yes, bur
Grenades Just aren't that powerful to blow other stuff up. They blow their
casings up and of course that does a lot of damage but the explosive power of
the charge is wasted unlike a properly placed demo charge OR a more powerful
explosive charge like a bomb.shell, mortar,etc.

> but in non PA or

Simpler that way.

> BTW I make a guy spend one action prepping the Grenade (auto success)

yes.

> then he drops it. Anyway, inside

I was gonna say I hope someone is capturing all this discussion for posterity.
Incan do it but it is difficult since I am working off two different machines
between day and night. I too want to give this a go this weekend. This is
exciting stuff.

I hope we're not boring all the space ship types on the list...

<grin>